Ahd Moar

Luck incarnate, ahd moar are creatures of two phases: weal and woe. In one form they grant themselves supernaturally good luck, and in the other they inflict terrible misfortune on their enemies. They are capable of stealing and storing luck, both good and bad, and redistributing it at critical moments. These fey stalk important moments, seeking those tipping points when the course of history hinges on the actions of a few. Then they begin to meddle.

Each ahd moar appears as an earthen being studded with gold, its shape centered around a floating coin of great size. These creatures are incredibly intelligent despite their simple appearance and are happy to negotiate and bargain. But when an ahd moar decides whether to accept a given proposition or reject it outright, it spins the large, coin-like plate embedded in its body, with a fifty-fifty chance of either outcome. They have a mercurial temperament, switching between genial and rude with little warning beyond a turn of the coin-like plate.


Large fey, neutral

Armor Class 21 (natural armor)
Hit Points 322 (28d10 + 168)
Speed 40 ft.

18 (+4) 19 (+4) 22 (+6) 24 (+7) 22 (+6) 24 (+7)

Saving Throws Dex +10, Con +12, Wis +12, Cha +13
Skills Insight +18, Perception +12
Damage Resistances acid, cold, fire, lightning, thunder
Condition Immunities blinded, charmed
Senses blindsight 120 ft. (blind beyond this radius), passive Perception 22
Languages Sylvan
Challenge 18 (20,000 XP)


Impossible Odds (1/Round). When the ahd moar would be affected by a spell, attack, or other ability, it can choose to be immune to the effect until the end of its next turn. For this to occur, a seemingly random event happens that gets in the way, such as a spellcaster sneezing, a coconut falling out of a clear sky on an attacker’s head, or a sudden emergence of gophers.

Luck Warping. At the start of each of its turns, the ahd moar chooses to bend luck to favor itself or vex its enemies. It activates either Curse of Misfortune or Gift of Luck, causing the listed effect until the start of the ahd moar’s next turn.

Curse of Misfortune. When any creature within 120 feet of the ahd moar rolls a d20, it instead always rolls a 5.

Gift of Luck. When the ahd moar would roll a d20, it instead always rolls a 15.


Multiattack. The ahd moar takes two actions, at least one of which must be from the following options.

Fated Healing. The ahd moar regains 38 (3d20 + 7) hit points.

Fated Strike. Ranged Spell Attack: +13 to hit, range 120 ft., one target. Hit: 38 (3d20 + 7) force damage. If the target is concentrating on a spell, it must roll a d20. If it rolls an 11 or higher, it maintains concentration on the spell. Otherwise, the spell ends immediately.

Unlucky Hex. Two creatures the ahd moar can see within 120 feet of it must succeed on a DC 21 Charisma saving throw or be cursed. While cursed in this way, when the creature deals damage, it uses the minimum possible result on all damage dice and cannot reroll any of the dice. Affected creatures can repeat the saving throw at the end of each of their turns, ending the effect on a success. The curse can also be broken via remove curse or more powerful magic.


Alter Reality. The ahd moar has three fated outcomes, each of which begins as 10. As a reaction when the ahd moar or a creature it is aware of rolls a d20, the ahd moar can swap the number rolled with one of its fated outcomes. It then records the original result of the roll, which becomes a new fated outcome that can be used with this feature. All fated outcomes reset to 10 when the ahd moar finishes a long rest.

Ref: TPKB1 p194